WO2011021739A1 - Dispositif de jeu de tir haptique et procédé pour le commander - Google Patents

Dispositif de jeu de tir haptique et procédé pour le commander Download PDF

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Publication number
WO2011021739A1
WO2011021739A1 PCT/KR2009/004673 KR2009004673W WO2011021739A1 WO 2011021739 A1 WO2011021739 A1 WO 2011021739A1 KR 2009004673 W KR2009004673 W KR 2009004673W WO 2011021739 A1 WO2011021739 A1 WO 2011021739A1
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WO
WIPO (PCT)
Prior art keywords
game
shooting
model gun
unit
gun
Prior art date
Application number
PCT/KR2009/004673
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English (en)
Korean (ko)
Inventor
옥철식
Original Assignee
주식회사 라센
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Filing date
Publication date
Application filed by 주식회사 라센 filed Critical 주식회사 라센
Priority to PCT/KR2009/004673 priority Critical patent/WO2011021739A1/fr
Publication of WO2011021739A1 publication Critical patent/WO2011021739A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0252Shooting devices therefor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0291Shooting or hurling games with a simulated projectile, e.g. an image on a screen
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1037Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1043Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel

Definitions

  • the present invention relates to a haptic shooting game device and a control method thereof, and more particularly, to increase the game sensation of a user using a shooting game machine so that the satisfaction of the game is improved, and the difficulty of the game is adjusted according to the user's hit rate.
  • the present invention relates to a haptic shooting game device that improves the fun of a game by providing a random scenario according to a game and a control method thereof.
  • a game using a model gun such as a shooting game aiming at a target with a model gun and firing bullets or a battle game in which a model gun battles an enemy, is well known as a popular game.
  • the game device using the model gun includes a model gun manipulated by a user, a game control unit for forming a game screen viewed from the model gun, and a display unit for displaying a game screen formed on the game control unit, and is arranged to face the model gun.
  • the displayed display unit displays a game screen on which an enemy or a target appears along with the background of the game.
  • the model gun 1 is provided in the support part 3 which protruded in the operation panel 2 of the whole game apparatus (not shown), and the rotation part 4 of the upper part of the support part 3 is shown.
  • the direction of the muzzle 5 can be changed up, down, left, and right by using) as the pivot point.
  • the gun site 7 is displayed on the game screen 6 located in front of the muzzle 5 along the direction of the muzzle 5.
  • the conventional shooting game is a penalty, for example, when the user is hit by a bullet fired from a target, the user's energy level is reduced, as well as the configuration that the user can feel the penalty is not provided as a penalty There is a problem that fun is halved.
  • the conventional shooting game machine has a problem that the shooting sound is output from the speaker installed on the main body (where the game screen is installed) side of the shooting game machine is reduced by the sound.
  • the conventional shooting game machine has a problem in that the game scenarios are output in a predetermined order, thereby reducing the fun and satisfaction of the game.
  • the conventional shooting game machine has a predetermined difficulty level of the game, so that the user who has reached a significant level of the game can play the game of low difficulty and medium difficulty, and then play the game of high difficulty regardless of the user's game ability.
  • the game of low difficulty is repeated in order to perform a game of high difficulty that is interesting to use.
  • the present invention increases the game experience of the user using the shooting game machine to improve the satisfaction of the game, the difficulty of the game is adjusted according to the hit rate of the user, and the game is provided by any game scenario.
  • the objective is to provide a haptic shooting game device that improves the fun and control method thereof.
  • the present invention provides a tactile shooting game device, which detects and outputs an aiming signal according to a movement of a muzzle from a user and a target firing signal, and detects a firing shock and a shot upon detecting the firing signal.
  • a model gun to allow sound to be generated and at the same time a bullet belt to be introduced into one side and a casing to be discharged to the other side;
  • the game proceeds by selecting and combining any game scenarios among the game scenarios in which the actions of the targets are defined, and detecting an aiming signal and a firing signal from the model gun for the targets output according to the combined game scenario.
  • the model gun according to the present invention includes a position detection unit for detecting the position and direction of the muzzle from the user and outputs an aiming signal; A trigger switch for detecting a firing signal from the user; The aiming signal output from the position detection unit and the firing signal detected from the trigger switch are transmitted to the controller, and a game control signal transmitted from the controller is received.
  • a model gun controller for outputting a control signal to be generated, a control signal for generating a shooting sound, a signal for controlling the inflow operation of the bullet belt, and a signal for controlling the discharge operation of the casing;
  • a data transmitting / receiving unit which receives the aiming signal and the firing signal output from the model gun control unit and transmits the aiming signal and the firing signal to the control unit, and receives an on / off control signal and a game control signal transmitted from the control unit to the model gun control unit;
  • a gun vibration unit configured to generate an impact on the model gun according to the firing impact generation control signal output from the model gun control unit;
  • a speaker unit configured to output a firing sound according to the firing sound generation control signal output from the model gun controller;
  • a bullet supply unit configured to rotate a bullet belt having a casing according to the bullet belt inflow operation control signal output from the model gun controller;
  • an casing ejection unit configured to discharge the casing according to the casing ejection operation control signal output from the model gun controller.
  • the present invention is a control method of a haptic shooting game device, a) when the game progress is requested from the user, selects and combines any game scenarios among the game scenarios in which the actions of the target are defined, the combined game A preparation step of selecting a scenario and a difficulty level of a preset game; And b) allowing the game to be output through the display unit according to the game scenario selected in step a) and the game difficulty, and outputting an on / off control signal to the model gun to operate the model gun and outputting it through the display unit. And a proceeding step of detecting the aiming signal from the model gun and the firing signal for the target.
  • step b) of the present invention comprises the steps of analyzing the hit rate for the targets during the game; Adjusting the difficulty level of the game set in step a) according to the analysis result of the hit rate; And proceeding with the game according to the adjusted difficulty of the game.
  • the adjusting of the difficulty level of the game according to the analysis result of the hit rate may include detecting an analysis value of the hit rate; Comparing the detected value of the hit ratio with a first reference value for determining the difficulty of the game; As a result of the comparison with the first reference value, if the analysis value of the detected accuracy rate is less than the first reference value, the difficulty level is set to be lower, and the difficulty level of the game if the analysis value of the detected accuracy rate is greater than or equal to the first reference value Comparing with a second reference value for determining weight; And a difficulty level is set when the analysis value of the detected accuracy ratio is less than the second reference value as a result of the comparison with the second reference value, and the difficulty level of the game when the analysis value of the detection accuracy ratio is greater than or equal to the second reference value. And allowing the phase to be set.
  • the haptic shooting game apparatus can provide a feeling of real shooting by providing an effect on the user's sight, hearing, and tactile sense, thereby improving the fun of the user for the game. have.
  • the haptic shooting game apparatus has a merit as a penalty when a user is hit by a bullet fired from a target in a screen during a game, thereby stimulating a separate tactile sense to further enhance the fun of the game.
  • the haptic shooting game apparatus has an advantage in that by installing a speaker in the model gun, the shooting sound is output to further improve the sensation of the sound.
  • control method of the haptic shooting game apparatus has the advantage that the scenarios of the game are not output in a predetermined order, and any scenarios are output in any order so that the user can be recognized as a new game.
  • control method of the haptic shooting game apparatus has the advantage that it is possible to adjust the difficulty of the game to the level of the user in the middle of the game to provide enough fun to the user.
  • FIG. 1 is a perspective view showing a shooting game device according to the prior art.
  • Figure 2 is a perspective view of a haptic shooting game device according to the present invention.
  • Figure 3 is a block diagram showing the configuration of a haptic shooting game device according to the present invention.
  • Figure 4 is a block diagram showing the model gun configuration of a haptic shooting game device according to the present invention.
  • FIG. 5 is a sectional view showing a longitudinal configuration of the model gun according to FIG. 4;
  • FIG. 6 is a cross-sectional view showing a lateral configuration of the model gun according to FIG. 4.
  • FIG. 7 is an exemplary view showing a configuration of a vest of the haptic shooting game device according to the present invention.
  • FIG. 8 is a flowchart illustrating a control process of the haptic shooting game device according to the present invention.
  • FIG. 9 is a flowchart illustrating a game scenario setting process of the haptic shooting game device according to the present invention.
  • FIG. 10 is an exemplary diagram showing a subclass group setting of a game scenario according to FIG. 9;
  • FIG. 10 is an exemplary diagram showing a subclass group setting of a game scenario according to FIG. 9;
  • FIG. 11 is an exemplary diagram showing a classification group setting of a game scenario according to FIG. 9;
  • FIG. 11 is an exemplary diagram showing a classification group setting of a game scenario according to FIG. 9;
  • FIG. 12 is an exemplary diagram showing a major classification group setting of a game scenario according to FIG. 9;
  • FIG. 12 is an exemplary diagram showing a major classification group setting of a game scenario according to FIG. 9;
  • FIG. 13 is a flow chart illustrating a difficulty adjustment process according to the hit rate of the haptic shooting game device according to the present invention.
  • FIG. 14 is an exemplary view showing a zoom-in function of the haptic shooting game device according to the present invention.
  • 15 is an exemplary view showing a zoomed-in game screen of FIG.
  • FIG. 2 to 7 is a view showing the configuration of a haptic shooting game device, a model gun, and a vest according to the present invention
  • Figures 8 to 15 is a control process of the haptic shooting game device according to the present invention
  • the game Figure shows a group setting process of a scenario and a zoomed-in game screen.
  • the shooting game apparatus 100 detects and outputs an aiming signal according to the movement of the muzzle from the user and a target firing signal, and generates a shooting shock and a firing sound upon detection of the firing signal, and at the same time, the bullet band is on one side. Is selected, and selects and combines any game scenarios among game scenarios in which the operation of the target 133 and the model gun 110 to allow the casing to be discharged to the other side are defined and output according to the combined game scenario.
  • a controller 120 which detects an aiming signal and a firing signal from the model gun 110 with respect to the targets 133 and outputs a game control signal and an on / off control signal of the model gun 110 so that the game proceeds; According to the gun site 132 where the aiming signal output from the model gun 110 is displayed, the operation change of the target 133 according to the firing signal, and the game control signal output from the controller 120 And a display unit 130 for displaying a game.
  • the model gun 110 is installed so as to be rotatable up, down, left and right at an end of the support base 103 provided on one side of the shooting game device panel 102, the position detection unit 111, the trigger switch 112, and the model gun control unit ( 113, a data transmission / reception unit 114, a speaker unit 115, a gun vibrator 116, a bullet supply unit 117, and a casing discharge unit 118.
  • the position detection unit 111 is a position sensor that detects the position and direction of the muzzle from the user and outputs an electrical signal (hereinafter referred to as an aiming signal).
  • the position detection unit 111 includes an encoder for measuring the rotation angle position and displacement, and a model gun. It is installed between the 110 and the support 103, the position where the user rotates the model gun 110 in the up, down, left and right directions, that is, the direction of the muzzle is detected and output as an aiming signal.
  • Trigger switch 112 is a switch configuration for detecting a firing signal from the user, is installed in the handle of the model gun (110).
  • the model gun controller 113 controls the overall operation of the model gun 110.
  • the model gun controller 113 controls the aiming signal output from the position detector 111 and the firing signal detected by the trigger switch 112 of the shooting game apparatus. Control to be transmitted to the control unit 120, the on / off signal of the model gun 110 transmitted from the control unit 120 of the shooting game device, and the game control signal required for the game (for example, operation for the penalty described later) Control signal to perform the control) to receive the data through the transceiver 114 to operate the model gun (110).
  • model gun control unit 113 is a control signal for generating a firing shock to the model gun 110 when a firing signal is detected from the trigger switch 112, a control signal for generating a shooting sound, and bullet band 1174. Outputs a signal for controlling the inflow operation of the fuel cell and a signal for controlling the discharge operation of the casing 1182.
  • the data transmission / reception unit 114 receives the aiming signal and the firing signal output from the model gun control unit 113 and transmits the received signal to the control unit 120 of the shooting game device, and is transmitted from the control unit 120 of the shooting game device.
  • the off control signal and the game control signal are received and output to the model gun controller 113.
  • the speaker unit 115 is installed at one side of the model gun 110 so that when a firing signal is detected from the trigger switch 112, the firing sound is output according to the firing sound generation control signal output from the model gun control unit 113. do. Therefore, since the shooting sound output through the speaker unit 115 installed in the model gun 110 is output close to the user, the haptic feeling can be further improved.
  • the gun vibrator 116 is installed inside the model gun 110, and when a firing signal is detected from the trigger switch 112, the model gun 110 according to a firing shock generation control signal output from the model gun controller 113.
  • a firing shock generation control signal output from the model gun controller 113.
  • it consists of a working cam (1161), a ball (1162) and the water hammer 1163.
  • the operation cam 1161 is installed inside the model gun 110 to perform a rotation operation according to the impact generation control signal output from the model gun control unit 113, preferably a motor (not shown) and the It consists of a rotating plate coupled to the rotating shaft.
  • Ball 1162 is a rod member having a predetermined length, one side is connected to the rotating plate of the operating cam 1161 in an eccentric state to convert the rotational movement (rotational force) of the operating cam 1161 to a linear movement.
  • the water hammer 1163 is installed inside the model gun 110 and is eccentrically connected to the rotating plate of the operation cam 1161 so that the impact on the model gun 110 is caused by colliding with the other end of the ball 1162 in a linear motion. Be sure to
  • the impact of the ball 1162 and the water hammer 1163 using the operation cam 1161 to generate the impact of the model gun 110 but the solenoid switch (mido) inside the model gun 110 And the ball 1162 at the distal end of the solenoid switch, impacting the model gun 110 due to the collision of the ball 1162 and the water hammer 1163 according to the on / off operation of the solenoid switch. It is also possible to configure this to occur.
  • the bullet belt 1174 is introduced into the model gun 110 according to the bullet belt inflow operation control signal output from the model gun controller 113.
  • the bullet belt 1174 is a structure that is circulated again and flows in again, so that the bullet gun 1174 is inserted into the model gun 110 is exposed to the user, so that the bullet is actually inserted into the model gun 110 and fired.
  • As a structure to provide it consists of the main body of the bullet supply part 117, the drive part 1172 and the follower part 1173 for inflow of a bullet belt, and the bullet belt 1174.
  • the main body of the bullet supply unit 117 is a hollow rectangular member, and a transparent window 1171 is installed at one side to allow the user to check the state in which the bullet belt 1174 is moved, and the other side is coupled with the model gun 110. Is fixed.
  • the bullet belt driver 1172 is configured to provide a driving force so that the bullet belt 1174 is rotated according to the bullet belt inflow operation control signal received in the main body of the bullet supply unit 117 and output from the model gun controller 113. ) And a rotating plate coupled to the rotating shaft of the motor to rotate the bullet belt 1174.
  • the follower 1173 is accommodated in the main body of the bullet supply unit 117 to rotate the bullet belt 1174 forming a closed circuit according to the operation of the bullet belt driver 1172. That is, the follower 1173 performs idle rotation so that the band 1174 moves as the band band driver 1172 operates.
  • the belt band 1174 is installed by forming a closed circuit between the belt band driver 1172 and the follower 1171, and the inner surface of the belt band 1174 is in close contact with the belt band driver 1172 and the follower 1173.
  • a plurality of casings are secured in sequence to the outer surface of 1174.
  • Reference numeral 1175 denotes an idle rotation part to prevent the rotating bullet belt from sagging.
  • the casing discharge part 118 discharges the casing 1118 into the casing discharge part 118 according to the casing discharge operation control signal output from the model gun controller 113.
  • the discharged shell 1118 has a circulation structure which is recovered to be re-introduced and discharged again, and includes a main body of the shell shell discharge unit 118, a shell shell 1182, a shell housing groove 1183, and a shell shell A feed drive unit 1184, a casing movement path 1185, and a casing discharge drive unit 1186 are provided.
  • the main body of the casing discharge unit 118 is a hollow rectangular member, and a transparent window 1181 is installed at one side so that the user can check the appearance of the casing 1182 is discharged, and the other side is a model gun 110 and Combined and fixed.
  • the casing 1182 is a rectangular member having a cylindrical shape of a metal material (for example, copper), and is provided in plural in the main body of the casing discharge part 118.
  • the casing 1118 circulates the process of discharge-recovery-arrangement-movement-discharge inside the casing discharge unit 110, and a friction sound generated when metal casings collide with each other in the process in which the casing 1118 is discharged. Can make the game more realistic to the user.
  • the casing accommodating groove 1183 maintains a tapered shape so that the casings 1182 may be introduced one by one in a configuration that is installed at the inner lower portion of the main body of the casing discharge portion 118 so that the discharged casings 1182 may be recovered.
  • the casing supply driving unit 1184 is installed at the lower end of the main body of the casing discharge unit 118 and the casing 1118 recovered to the casing accommodating groove part 1183 according to the casing discharge operation control signal output from the model gun control unit 113 is the casing.
  • the casing supply driving unit 1184 is preferably installed at the lower side of the casing accommodating groove 1183, and allows the casing 1118 introduced through the casing accommodating groove 1183 to be selected and moved one by one.
  • the casing movement path 1185 is installed on the inner wall of the main body of the casing discharge part 118, and the casing 1118 introduced into the casing accommodating groove part 1183 may be moved one by one through the casing supply driving part 1184 to move.
  • a path is formed so that the casing 1118 introduced from the lower end of the main body of the casing discharge part 118 can move to the upper part of the main body of the casing discharge part 118.
  • the casing discharge drive unit 1186 is installed above the main body of the casing discharge unit 118 and is configured to discharge the casing 1118 moved through the casing movement path 1185 into the main body of the casing discharge unit 118.
  • a rotating plate coupled to a motor (not shown) and a rotating shaft of the motor to form a groove part engaged with the outer circumference of the casing 1182.
  • the casing discharge drive unit 1186 allows the casing 1118 moved through the casing movement path 1185 to be forcibly discharged from the casing movement path 1185.
  • model gun 110 may further include an air injection unit 110 for discharging the compressed air according to the game control signal transmitted from the control unit 120 of the shooting game device.
  • the air injection unit 119 installed in the model gun 110 includes a compressor (not shown), an air moving hose 1191, and a solenoid valve 1192.
  • the compressor is configured to compress air by being installed on the panel 102 of the game device, and supplies the compressed air to an injection hole of the model gun 110 and an injection hole provided on the panel 102 of the game device.
  • the air movement hose 1191 is connected to the compressor inside one side of the panel 102 of the game device, the other side is connected to the injection hole of the model gun 110 and the injection hole installed on the panel 102 of the game device, respectively It provides a path for the compressed air supplied from the compressor to move to the jet of the model gun 110 and the jet installed on the panel 102 of the game device.
  • the air moving hose 1191 connected to the model gun 110 penetrates into the model gun 110 through the inside of the support part 103 protruding from one side of the game device panel 102.
  • the solenoid valve 1192 is installed at the end of the air moving hose drawn into the model gun 110 and is connected to a game control signal (for example, a penalty signal imposed on the user) output from the control unit 120 of the shooting game device. It is controlled on / off according to the compressed air supplied from the compressor through the injection port of the model gun 110 to be discharged to the user side.
  • a game control signal for example, a penalty signal imposed on the user
  • the controller 120 is configured to control the overall operation of the shooting game apparatus 100.
  • a random game scenario is selected and displayed.
  • the controller 120 selects and combines arbitrary game scenarios among game scenarios in which the operations of the target 133 are defined, and the combined game scenario and the difficulty level of the preset game.
  • the game is output through the display unit 130 according to the selected game scenario and the game difficulty, and the aiming signal and the firing signal output while the model gun 110 is operated to proceed with the game.
  • control unit 120 outputs a game control signal related to the penalty imposed on the user, for example, when the user is hit by a bullet fired from a target while the shooting game is in progress, so that the user may experience it. To help.
  • controller 120 outputs a game control signal related to the penalty to the user haptic components described below.
  • the controller 120 detects the aiming signal and the firing signal from the model gun 110 with respect to the targets 133 for a predetermined time, and analyzes the hit rate, and according to the analysis result of the analyzed hit rate, the difficulty of the game To be adjusted.
  • control unit 120 may zoom in on a part of the game screen displayed by the aiming signal.
  • the game screen 131 'zooming in on a predetermined area around the target 133 is outputted.
  • the user can easily check, and when the firing signal for the target 133 is terminated, the user is zoomed out to the original game screen 131.
  • the display unit 130 controls the target site 133 on the game screen 131 and the gun site 132 based on the aiming signal transmitted from the model gun 110 according to the game control signal output from the controller 120.
  • the background sound and the effect sound are output through the speaker 134 installed in front of the display 130.
  • the shooting game device 100 has an additional configuration, which is installed on one side of the panel 102 of the game device and discharges compressed air according to a game control signal output from the controller 120. It is configured to further include a four-shot 140.
  • the air injector 140 preferably includes a compressor (not shown), and moves the compressed air from the compressor to the air movement hose 1191 to output the panel 102 by a game control signal output from the controller 120.
  • the solenoid valve 141 installed in the on / off control is discharged from the injection port to the user side.
  • the shooting game device 100 according to the above-described embodiment, as an additional configuration, the floor vibration unit for transmitting vibration to the sole of the user to the panel 102 side of the shooting game device installed model gun 110 ( 150) is installed.
  • a plurality of solenoid switches 151 are installed inside the bottom vibrator 150, and according to a game control signal (for example, a shock effect generation signal such as an explosion generated around a user) output from the controller 120.
  • the plurality of solenoid switches 151 are controlled on / off so that the user can feel the vibration from the floor during the game.
  • the shooting game apparatus 100 has an additional configuration, in which a plurality of lighting units 160 are installed on the panel 102 of the shooting game apparatus, and are connected to the game control signal output from the controller 120.
  • a plurality of lighting units 160 are installed on the panel 102 of the shooting game apparatus, and are connected to the game control signal output from the controller 120.
  • the shooting game apparatus 100 is an additional configuration, which is worn by the user and electrically connected to the control unit 120 through a cable 172, and outputs a game control signal from the control unit 120. It further comprises a vest 170 having a plurality of solenoid switches 171 on / off control according to.
  • the vest 170 is worn on the user's upper body and a penalty is imposed when the bullet shot from the target 133 fits the user during the game, so that the user hits the bullet according to the game control signal output from the controller 120. To make the game more fun.
  • the bullet can be felt more realistically.
  • the following describes the control process of the haptic shooting game device according to the present invention.
  • the control unit 120 of the shooting game apparatus 100 defines the operations of the target 133. Select and combine arbitrary game scenarios among game scenarios, and select the selected and combined game scenarios and a preset difficulty level of the game (for example, difficulty level "low” is a difficulty level set when the game starts) (S200). To allow the game to proceed.
  • the controller 120 arbitrarily selects operations of the target 133 to set small classification groups (S210), and any small classification group among the set small classification groups.
  • the group to set the classification group (S220) By selecting the group to set the classification group (S220), and select any of the classification group among the selected classification group to set the classification group (S230) to configure the game scenario required for the progress of the game.
  • the sub-classification group is, for example, number 1 in which an arbitrary target appears at the upper left of the game screen, moves to the lower right of the game screen, and then moves to the lower left of the game screen again.
  • Action the second action that appears from the upper right of the game screen to move to the lower left of the game screen, and then moves to the lower right of the game screen again, and appears from the left center of the game screen to cross the game screen to the right
  • Set to subclass group 1 (G1) including 3 times to move to, and move 1 target diagonally from the top left of the game screen to the bottom right of the game screen, and the game from the top right of the game screen.
  • Subclasses including two moves diagonally to the bottom left of the screen and three moves to the top of the game screen from the bottom center of the game screen Set to group 2 (G2) and set to the nth subclass group (Gn) consisting of arbitrary actions for any targets.
  • subclass group 1 subclass group 2, .subclass group n
  • these classified subclass groups are arbitrarily selected to select subclass group 1, subclass group 2 Set to the middle classification group n.
  • the small classification group may be selected repeatedly.
  • any subclass groups may be set to subclass group 1, subclass group 2, and subclass group n, and then, as shown in FIG. 12, these classified subclass groups may be arbitrarily selected to classify subclass group 1, subclass group 2, ... Set to large group n. In this case, the subclass group may be selected repeatedly.
  • the targets 133 are haunted at the unexpected position of the user, and move along the unexpected movement path, thereby improving the fun of the game.
  • the controller 120 allows the game to proceed (S300), and the model gun 110 performs operations such as impact generation, casing supply and casing discharge according to shooting.
  • the controller 120 receives the aiming signal and the firing signal input from the user through the model gun 110 to be output through the display 130 together with the game scenario.
  • step S300 the controller 120 is a solenoid valve installed in the game device panel 102 for the penalty (for example, when the user fits the bullet fired from the target) generated to the user during the game.
  • the solenoid switch 151 of the floor vibration unit 150 the solenoid switch 171 installed on the vest 170, and the solenoid valve 1192 installed in the model gun 110, the game according to the penalty generation Output a control signal.
  • the control unit 120 displays a game screen 131 'zoomed in on a portion of the game screen displayed by the aiming signal to target the user. Make it easy to check.
  • the controller 120 analyzes the hit rate for a predetermined time (S400), and adjusts the difficulty level of the game set in step S200 (S500) according to the analysis result of the hit rate (S500). The game progresses according to the difficulty of the game.
  • the step of adjusting the difficulty of the game by comparing whether the aiming signal and the firing signal is detected at the same position where the target 133 appeared and detects the accuracy analysis value of the user (S510) and In operation S520, the detected analysis value (eg, expressed as a% value) is compared with a first reference value for determining a difficulty level “low” of the game.
  • the detected analysis value eg, expressed as a% value
  • the difficulty level of the game is set to "low" (S521), and
  • the comparison is performed with a second reference value for determining the difficulty level of the game (S530).
  • the difficulty "medium” is set (S531), and the If the analysis value is greater than or equal to the second reference value, the difficulty level of the game is set (S540).
  • the controller 120 determines whether the game is finished by comparing the time elapsed after the game is started with a reference time for determining whether the game is finished (S600). If the elapsed time after the progress is less than the reference time, the game continues. If the elapsed time after the game is more than the reference time, the game ends.
  • the random scenarios are output in a random order to maintain the user's interest in the game, the difficulty of the game Can be adjusted to the user's level in the middle of the game to provide enough fun for the user.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Toys (AREA)

Abstract

La présente invention concerne un dispositif de jeu de tir haptique et un procédé pour le commander. Le dispositif comprend : une arme factice qui détecte et émet des signaux de visée selon le mouvement que fait prendre un utilisateur à la bouche de l'arme et des signaux de tir en direction de cibles, un choc de tir et un son de tir étant produits à la détection du signal de tir alors que dans le même temps une cartouchière est introduite d'un côté et une cartouche vide est rejetée de l'autre côté; un dispositif de commande pour sélectionner et combiner certains scénarios de jeu parmi des scénarios de jeu qui définissent des mouvements des cibles, détecter les signaux de visée et les signaux de tir émis en direction des cibles depuis l'arme factice selon les scénarios de jeu combinés de façon à émettre des signaux de commande de jeu permettant à un jeu de se dérouler et à des signaux de commande marche/arrêt destinés à l'arme factice d'être exécutés; un affichage pour afficher sur un écran le jeu qui se déroule en fonction des signaux de visée et des signaux de tir émis par l'arme factice et des signaux de commande de jeu émis par le dispositif de commande. Ainsi, il est possible de donner à un utilisateur une expérience de tir réelle. L'utilisateur à la possibilité de vivre de nouvelles expériences à partir du même jeu grâce au fait que certains scénarios sont produits selon une certaine séquence. Il est possible de régler le niveau de difficulté du jeu en fonction du niveau de l'utilisateur au milieu du jeu, ce qui permet de procurer suffisamment de satisfaction à l'utilisateur.
PCT/KR2009/004673 2009-08-21 2009-08-21 Dispositif de jeu de tir haptique et procédé pour le commander WO2011021739A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/KR2009/004673 WO2011021739A1 (fr) 2009-08-21 2009-08-21 Dispositif de jeu de tir haptique et procédé pour le commander

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/KR2009/004673 WO2011021739A1 (fr) 2009-08-21 2009-08-21 Dispositif de jeu de tir haptique et procédé pour le commander

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH05192449A (ja) * 1992-01-20 1993-08-03 Taito Corp ビデオ式銃撃戦ゲーム装置及びその装置を制御する方法
JPH10333834A (ja) * 1997-05-30 1998-12-18 Namco Ltd 情報記憶媒体及び画像生成装置
KR100452660B1 (ko) * 2000-04-10 2004-10-14 고나미 가부시끼가이샤 게임 시스템 및 컴퓨터 판독 가능한 기억 매체
JP2008012062A (ja) * 2006-07-05 2008-01-24 Sega Corp 模擬機関銃および射撃ゲーム装置
KR20090132081A (ko) * 2008-06-20 2009-12-30 옥철식 체감형 사격 게임 장치와 이의 제어 방법

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH05192449A (ja) * 1992-01-20 1993-08-03 Taito Corp ビデオ式銃撃戦ゲーム装置及びその装置を制御する方法
JPH10333834A (ja) * 1997-05-30 1998-12-18 Namco Ltd 情報記憶媒体及び画像生成装置
KR100452660B1 (ko) * 2000-04-10 2004-10-14 고나미 가부시끼가이샤 게임 시스템 및 컴퓨터 판독 가능한 기억 매체
JP2008012062A (ja) * 2006-07-05 2008-01-24 Sega Corp 模擬機関銃および射撃ゲーム装置
KR20090132081A (ko) * 2008-06-20 2009-12-30 옥철식 체감형 사격 게임 장치와 이의 제어 방법

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